Empathize
Students will conduct firsthand user research to understand what moral lessons matter in their community today. Through interviews, empathy mapping, and structured reflection, they will gather real evidence from peers and family members to inform the original fables they will later design and perform.
Days 1 - 5
90 min over capacity (225 min available across 5 days)
Storytelling Kickoff: Why We Tell Tales
Launch 45m
πŸ›οΈ Aesop & Ancient Greece Mini-Lab
Knowledge/Skill Building 45m
🧠 Assumptions About Today’s Lessons
Research 45m
❓ Crafting Empathy Interview Questions
Project Work 45m
🎭 Storytelling Festival Kickoff
Launch 45m
🎧 Peer Interview Fieldwork
Research 45m
🎀 Interviewing for Empathy Workshop
Knowledge/Skill Building 45m
Define
Students will synthesize their empathy interviews into clear, research-grounded problem definitions that name a specific user, core need, and insight. Through theme clustering, persona creation, and peer critique, they will craft and refine a focused How Might We statement that will guide the design of their original fables in the next phase.
Days 6 - 10
🧠 From Quotes to Insights
Knowledge/Skill Building 45m
Ideate
Students will generate a wide range of original fable concepts grounded in real user needs, apply structured creative-thinking strategies, evaluate ideas using evidence from empathy research, and produce annotated concept sketches that prepare them for prototyping.
Days 11 - 16
πŸ’‘ 20 Fable Ideas in 20 Minutes
Deliverable 45m
🎭 Allegory & Anthropomorphism Lab
Knowledge/Skill Building 45m
Prototype
Students will build and refine testable versions of their original fables and team performance plans, using real user and peer feedback to improve clarity of moral, character development, and audience engagement before the final exhibition phase.
Days 17 - 23
No activities have been added to this phase yet.
Test/Present
Students will conduct a final validation round of their original fable performances with new users, refine their work based on documented feedback, and present their live fable exhibition and design journey to an authentic audience, demonstrating how user research, Ancient Greek storytelling traditions, and iterative revision shaped their final products.
Days 24 - 30
No activities have been added to this phase yet.